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EVENT_MANAGER : RegisterForEvent ( "HUDFragment" , EVENT_PLAYER_DEAD , function ( ) fragment : UpdateVisibility ( ) end )
EVENT_MANAGER : RegisterForEvent ( "HUDFragment" , EVENT_PLAYER_ALIVE , function ( ) fragment : UpdateVisibility ( ) end )
return fragment
end
return
end
local hiddenOrDead = fragmentHidden or playerDead
TUTORIAL_SYSTEM : SuppressTutorialType ( TUTORIAL_TYPE_HUD_INFO_BOX , fragmentHidden , TUTORIAL_SUPPRESSED_BY_SCENE )
end
end
end
------------------------
--Reticle Mode Fragment
------------------------
return fragment
end
end
end
----------------
--HUD Fragments
----------------
local HUD_FRAGMENT_GROUP =
{
DEATH_RECAP_FRAGMENT ,
PLAYER_PROGRESS_BAR_FRAGMENT ,
COMPASS_FRAME_FRAGMENT ,
FOCUSED_QUEST_TRACKER_FRAGMENT ,
ACTIVITY_TRACKER_FRAGMENT ,
ACTION_BAR_FRAGMENT ,
HUD_EQUIPMENT_STATUS_FRAGMENT ,
CONTEXTUAL_ACTION_BAR_AREA_FRAGMENT ,
HUD_FRAGMENT ,
DEATH_FRAGMENT ,
UNIT_FRAMES_FRAGMENT ,
PLAYER_ATTRIBUTE_BARS_FRAGMENT ,
PERFORMANCE_METER_FRAGMENT ,
PLAYER_PROGRESS_BAR_GAMEPAD_HIDE_NAME_LOCATION_FRAGMENT ,
SUBTITLE_HUD_FRAGMENT ,
GAMEPAD_LOOT_HISTORY_FRAGMENT ,
KEYBOARD_LOOT_HISTORY_FRAGMENT ,
}
end
local NO_DEAD_FRAGMENTS =
{
FOCUSED_QUEST_TRACKER_FRAGMENT ,
ACTIVITY_TRACKER_FRAGMENT ,
ACTION_BAR_FRAGMENT ,
HUD_EQUIPMENT_STATUS_FRAGMENT ,
CONTEXTUAL_ACTION_BAR_AREA_FRAGMENT ,
PLAYER_ATTRIBUTE_BARS_FRAGMENT ,
SUBTITLE_HUD_FRAGMENT ,
}
local DEAD_ONLY_FRAGMENTS =
{
DEATH_FRAGMENT ,
}
end
end
end
---------------
--ZO_HUDScene
---------------
return scene
end
----------------
--ZO_HUDUIScene
----------------
return scene
end
-----------------------
--Loot Scene
-----------------------
|